kObcBaseD2.br 37.5 KB
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/****************************************************************
* This file is part of the gpu acceleration library for gromacs.
* Author: Mark Friedrichs
* 
* This kernel was developed in collaboration with
* 
* Copyright (C) Pande Group, Stanford, 2006
*****************************************************************/

//156 FLOPS [172 total]
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kernel void loop2Internal( float3 d1, float3 d2, float3 d3, float3 d4, float4 jAtomicRadiiScaled,
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                           float bornForce, float iAtomicRadii, out float4 de<> ){
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   // ---------------------------------------------------------------------------------------

   float4 r, rInverse, r2, r2Inverse;
   float4 l_ij, l_ij2;
   float4 u_ij, u_ij2;
   float4 t3;
   float4 logRatio, scaledRadiusJ2, rPlusScaledJ, rMinusScaledJ, rMinusScaledJAbs;
   float4 iAtomicRadii4;
   float4 diff_u2_l2;

   const float bigValue      = 1000000.0f;
   const float4 bigValue4    = float4( bigValue, bigValue, bigValue, bigValue );

   const float smallValue    = 0.000001f;
   const float4 smallValue4  = float4(  smallValue, smallValue, smallValue, smallValue );

   const float4 zero4        = float4(  0.0f,  0.0f,  0.0f,  0.0f  );
   const float4 one4         = float4(  1.0f,  1.0f,  1.0f,  1.0f  );

   float4 mask;

   // ---------------------------------------------------------------------------------------

   iAtomicRadii4      = float4( iAtomicRadii, iAtomicRadii, iAtomicRadii, iAtomicRadii );

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   r2                 = float4( dot(d1, d1), dot( d2, d2 ), dot( d3, d3 ), dot( d4, d4 ) ); //20
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   // ---------------------------------------------------------------------------------------

   // not needed for force calculation since deltaX = deltaY = deltaZ = 0, if r = 0
   // r2 not masked -- assume for i = j, that 0 * infinity i 0; appears to work

   mask               = r2 < smallValue4 ? zero4     : one4;
   // r2                 = r2 < smallValue4 ? bigValue4 : r2;
 
   // ---------------------------------------------------------------------------------------

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   r                  = sqrt( r2 ); //4
   rInverse           = rsqrt( r2 ); //8
   r2Inverse          = rInverse*rInverse; //4
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   rPlusScaledJ       = r + jAtomicRadiiScaled; //4
   rMinusScaledJ      = r - jAtomicRadiiScaled; //4
   rMinusScaledJAbs   = abs( rMinusScaledJ ); 
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   // ---------------------------------------------------------------------------------------

   mask               = iAtomicRadii4 >= rPlusScaledJ     ? zero4         : mask;
   l_ij               = iAtomicRadii4 >  rMinusScaledJAbs ? iAtomicRadii4 : rMinusScaledJAbs;

   // ---------------------------------------------------------------------------------------

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   l_ij               = 1.0f/l_ij; //4
   l_ij2              = l_ij*l_ij; //4
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   u_ij               = 1.0f/rPlusScaledJ; //4
   u_ij2              = u_ij*u_ij; //4
   diff_u2_l2         = u_ij2 - l_ij2; //4
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   scaledRadiusJ2     = jAtomicRadiiScaled*jAtomicRadiiScaled; //4
   logRatio           = log(u_ij/l_ij); //4
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   // terms associated w/ dL/dr & dU/dr are zero and not included

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   t3                 = -0.125f*(1.0f + scaledRadiusJ2*r2Inverse)*diff_u2_l2 + 0.25f*logRatio*r2Inverse; //7*4
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   de                 = mask*bornForce*t3*rInverse; //12
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// de = float4( 1.0f, 1.0f, 1.0f, 1.0f );
// de = scaledRadiusJ2;
// de = mask*t3;
// de = mask*rPlusScaledJ;
// de = mask*r2;
// de = mask;
// de = mask*rInverse;
// de = mask*bornForce;

   // Born radius term

   // bornSum            =   l_ij - u_ij + 0.25*r*diff_u2_l2 + 0.5f*rInverse*logRatio - (0.25*jAtomicRadiiScaled*jAtomicRadiiScaled*rInverse)*diff_u2_l2;
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/*
   bornSum            =   l_ij - u_ij + 0.5f*rInverse*logRatio + 0.25f*( r - jAtomicRadiiScaled*jAtomicRadiiScaled*rInverse)*diff_u2_l2; //10*4
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   t3                 = ( iAtomicRadii4 < (jAtomicRadiiScaled - r) ) ? 2.0f*( (1.0f/iAtomicRadii) - l_ij) : zero4; //12 for true, but don't know how to average so saying 0
   bornSum           += t3; //4
   bornSum           *= mask; //4
*/
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}

kernel void loop2InternalR2( float4 r2, float4 jAtomicRadiiScaled,
                             float bornForce, float iAtomicRadii, out float4 de<>, out float4 bornSum<> ){

   // ---------------------------------------------------------------------------------------

   float4 r, rInverse, r2Inverse;
   float4 l_ij, l_ij2;
   float4 u_ij, u_ij2;
   float4 t3;
   float4 logRatio, scaledRadiusJ2, rPlusScaledJ, rMinusScaledJ, rMinusScaledJAbs;
   float4 iAtomicRadii4;
   float4 diff_u2_l2;

   const float bigValue      = 1000000.0f;
   const float4 bigValue4    = float4( bigValue, bigValue, bigValue, bigValue );

   const float smallValue    = 0.000001f;
   const float4 smallValue4  = float4(  smallValue, smallValue, smallValue, smallValue );

   const float4 zero4        = float4(  0.0f,  0.0f,  0.0f,  0.0f  );
   const float4 one4         = float4(  1.0f,  1.0f,  1.0f,  1.0f  );

   float4 mask;

   // ---------------------------------------------------------------------------------------

   iAtomicRadii4      = float4( iAtomicRadii, iAtomicRadii, iAtomicRadii, iAtomicRadii );

   // ---------------------------------------------------------------------------------------

   // not needed for force calculation since deltaX = deltaY = deltaZ = 0, if r = 0
   // r2 not masked -- assume for i = j, that 0 * infinity i 0; appears to work

   mask               = r2 < smallValue4 ? zero4     : one4;
   // r2                 = r2 < smallValue4 ? bigValue4 : r2;
 
   // ---------------------------------------------------------------------------------------

   r                  = sqrt( r2 );
   rInverse           = rsqrt( r2 );
   r2Inverse          = rInverse*rInverse;

   rPlusScaledJ       = r + jAtomicRadiiScaled;
   rMinusScaledJ      = r - jAtomicRadiiScaled;
   rMinusScaledJAbs   = abs( rMinusScaledJ );

   // ---------------------------------------------------------------------------------------

   mask               = iAtomicRadii4 >= rPlusScaledJ     ? zero4         : mask;
   l_ij               = iAtomicRadii4 >  rMinusScaledJAbs ? iAtomicRadii4 : rMinusScaledJAbs;

   // ---------------------------------------------------------------------------------------

   l_ij               = 1.0f/l_ij;
   l_ij2              = l_ij*l_ij;

   u_ij               = 1.0f/rPlusScaledJ;
   u_ij2              = u_ij*u_ij;
   diff_u2_l2         = u_ij2 - l_ij2;

   scaledRadiusJ2     = jAtomicRadiiScaled*jAtomicRadiiScaled;
   logRatio           = log(u_ij/l_ij);

   // terms associated w/ dL/dr & dU/dr are zero and not included

   t3                 = -0.125f*(1.0f + scaledRadiusJ2*r2Inverse)*diff_u2_l2 + 0.25f*logRatio*r2Inverse;

   de                 = mask*bornForce*t3*rInverse;

// de = float4( 1.0f, 1.0f, 1.0f, 1.0f );
// de = scaledRadiusJ2;
// de = mask*t3;
// de = mask*rPlusScaledJ;
// de = mask*r2;
// de = mask;
// de = mask*rInverse;
// de = mask*bornForce;

   // Born radius term

   // bornSum            =   l_ij - u_ij + 0.25*r*diff_u2_l2 + 0.5f*rInverse*logRatio - (0.25*jAtomicRadiiScaled*jAtomicRadiiScaled*rInverse)*diff_u2_l2;
   bornSum            =   l_ij - u_ij + 0.5f*rInverse*logRatio + 0.25f*( r - jAtomicRadiiScaled*jAtomicRadiiScaled*rInverse)*diff_u2_l2;

   t3                 = ( iAtomicRadii4 < (jAtomicRadiiScaled - r) ) ? 2.0f*( (1.0f/iAtomicRadii) - l_ij) : zero4;
   bornSum           += t3;
   bornSum           *= mask;

}

/* This is a copy of loop2Internal(), but w/ the calculation of bornSum removed */

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//112 FLOPS
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kernel void loop2InternalNoSum( float3 d1, float3 d2, float3 d3, float3 d4, float4 jAtomicRadiiScaled,
                                float bornForce, float iAtomicRadii, out float4 de<> ){

   // ---------------------------------------------------------------------------------------

   float4 r, rInverse, r2, r2Inverse;
   float4 l_ij, l_ij2;
   float4 u_ij, u_ij2;
   float4 t3;
   float4 logRatio, scaledRadiusJ2, rPlusScaledJ, rMinusScaledJ, rMinusScaledJAbs;
   float4 iAtomicRadii4;

   const float bigValue      = 1000000.0f;
   const float4 bigValue4    = float4( bigValue, bigValue, bigValue, bigValue );

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   const float smallValue   = 0.000001f;
   const float4 smallValue4 = float4(  smallValue, smallValue, smallValue, smallValue );
   
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   const float4 zero4        = float4(  0.0f,  0.0f,  0.0f,  0.0f  );
   const float4 one4         = float4(  1.0f,  1.0f,  1.0f,  1.0f  );
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   float4 mask;

   // ---------------------------------------------------------------------------------------

   iAtomicRadii4      = float4( iAtomicRadii, iAtomicRadii, iAtomicRadii, iAtomicRadii );

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   r2                 = float4( dot(d1, d1), dot( d2, d2 ), dot( d3, d3 ), dot( d4, d4 ) ); //20
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   // ---------------------------------------------------------------------------------------

   // not needed for force calculation since deltaX = deltaY = deltaZ = 0, if r = 0

   // mask               = r2 < smallValue4 ? zero4     : one4;
   // r2                 = r2 < smallValue4 ? bigValue4 : r2;
 
   // ---------------------------------------------------------------------------------------

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   r                  = sqrt( r2 ); //4
   rInverse           = rsqrt( r2 ); //8
   r2Inverse          = rInverse*rInverse; //4
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   rPlusScaledJ       = r + jAtomicRadiiScaled; //4
   rMinusScaledJ      = r - jAtomicRadiiScaled; //4
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   rMinusScaledJAbs   = abs( rMinusScaledJ );

   // ---------------------------------------------------------------------------------------

   // mask               = iAtomicRadii4 >= rPlusScaledJ     ? zero4         : mask;
   mask               = iAtomicRadii4 >= rPlusScaledJ     ? zero4         : one4;

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   l_ij               = iAtomicRadii4 >  rMinusScaledJAbs ? iAtomicRadii4 : rMinusScaledJAbs;

   // ---------------------------------------------------------------------------------------

   l_ij               = 1.0f/l_ij; //4
   l_ij2              = l_ij*l_ij; //4
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   u_ij               = 1.0f/rPlusScaledJ; //4
   u_ij2              = u_ij*u_ij; //4

   scaledRadiusJ2     = jAtomicRadiiScaled*jAtomicRadiiScaled; //4
   logRatio           = log(u_ij/l_ij); //4

   // terms associated w/ dL/dr & dU/dr are zero and not included

   t3                 = 0.125f*(1.0f + scaledRadiusJ2*r2Inverse)*(l_ij2 - u_ij2) + 0.25f*logRatio*r2Inverse; //8*4

   de                 = mask*bornForce*t3*rInverse; //12

}

//124 FLOPS [??? total]
kernel void bornSumInternal( float3 d1, float3 d2, float3 d3, float3 d4, float4 jAtomicRadiiScaled,
                             float iAtomicRadii, out float4 bornSum<> ){

   // ---------------------------------------------------------------------------------------

   float4 r, rInverse, r2, r2Inverse;
   float4 l_ij, l_ij2;
   float4 u_ij, u_ij2;
   float4 t3;
   float4 logRatio, scaledRadiusJ2, rPlusScaledJ, rMinusScaledJ, rMinusScaledJAbs;
   float4 iAtomicRadii4;
   float4 diff_u2_l2;

   const float bigValue      = 1000000.0f;
   const float4 bigValue4    = float4( bigValue, bigValue, bigValue, bigValue );

   const float smallValue    = 0.000001f;
   const float4 smallValue4  = float4(  smallValue, smallValue, smallValue, smallValue );

   const float4 zero4        = float4(  0.0f,  0.0f,  0.0f,  0.0f  );
   const float4 one4         = float4(  1.0f,  1.0f,  1.0f,  1.0f  );

   float4 mask;

   // ---------------------------------------------------------------------------------------

   iAtomicRadii4      = float4( iAtomicRadii, iAtomicRadii, iAtomicRadii, iAtomicRadii );

   r2                 = float4( dot(d1, d1), dot( d2, d2 ), dot( d3, d3 ), dot( d4, d4 ) ); //20

   // ---------------------------------------------------------------------------------------

   // not needed for force calculation since deltaX = deltaY = deltaZ = 0, if r = 0
   // r2 not masked -- assume for i = j, that 0 * infinity i 0; appears to work

   mask               = r2 < smallValue4 ? zero4     : one4;
 
   // ---------------------------------------------------------------------------------------

   r                  = sqrt( r2 ); //4
   rInverse           = rsqrt( r2 ); //8

   rPlusScaledJ       = r + jAtomicRadiiScaled; //4
   rMinusScaledJ      = r - jAtomicRadiiScaled; //4
   rMinusScaledJAbs   = abs( rMinusScaledJ ); 

//40
   // ---------------------------------------------------------------------------------------

   mask               = iAtomicRadii4 >= rPlusScaledJ     ? zero4         : mask;
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   l_ij               = iAtomicRadii4 >  rMinusScaledJAbs ? iAtomicRadii4 : rMinusScaledJAbs;

   // ---------------------------------------------------------------------------------------

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   l_ij               = 1.0f/l_ij; //4
   l_ij2              = l_ij*l_ij; //4
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   u_ij               = 1.0f/rPlusScaledJ; //4
   u_ij2              = u_ij*u_ij; //4
   diff_u2_l2         = u_ij2 - l_ij2; //4
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   logRatio           = log(u_ij/l_ij); //4
//24

   // ---------------------------------------------------------------------------------------
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   // terms associated w/ dL/dr & dU/dr are zero and not included

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   // Born radius term
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   bornSum            =   l_ij - u_ij + 0.5f*rInverse*logRatio + 0.25f*( r - jAtomicRadiiScaled*jAtomicRadiiScaled*rInverse)*diff_u2_l2; //10*4

   t3                 = ( iAtomicRadii4 < (jAtomicRadiiScaled - r) ) ? 2.0f*( (1.0f/iAtomicRadii) - l_ij) : zero4; //12 for true, but don't know how to average so saying 0
   bornSum           += t3; //4
   bornSum           *= mask; //4
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//60
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}

/* ---------------------------------------------------------------------------------------

   Calculate Loop 2 OBC forces (Simbios) 

   numberOfAtoms:       no. of atoms
   roundedUpAtoms:      rounded up number of atoms based on unroll
   duplicationFactor:              ?
   strheight:           atom stream height
   streamWidth:         atom stream width
   fstreamWidth:        force stream width (output -- i-unroll)
   posq:                atom positions and charge
   atomicRadii:         atomic radii
   scaledAtomicRadii:   scaled atomic radii
   bornForceFactor:     (Born radii)**2*bornForce*Obcforce
   bornForce1:          i-unroll first force component, including dBorn_r/dr in .w
   bornForce2:          i-unroll second force component, including dBorn_r/dr in .w 
   bornForce3:          i-unroll third force component, including dBorn_r/dr in .w 
   bornForce4:          i-unroll fourth force component, including dBorn_r/dr in .w 
#endif

   --------------------------------------------------------------------------------------- */

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//1376 FLOPS 
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kernel void kObcLoop2( float numberOfAtoms, float roundedUpAtoms, float duplicationFactor, 
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                       float streamWidth, float fstreamWidth, float4 posq[][], 
                       float  atomicRadii[][], float  scaledAtomicRadii[][], 
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                       float bornForceFactor[][], 
                       out float4 bornForce1<>, out float4 bornForce2<>,
                       out float4 bornForce3<>, out float4 bornForce4<> ){

   // ---------------------------------------------------------------------------------------

   // atomic radii: radius - dielectric offset 

   float i1AtomicRadii, i2AtomicRadii, i3AtomicRadii, i4AtomicRadii;
   float j1AtomicRadii, j2AtomicRadii, j3AtomicRadii, j4AtomicRadii;
   float4 iAtomicRadii, jAtomicRadii;

   // scaled atomic radii: scaleFactor*( radius - dielectric offset )

   float  i1ScaledAtomicRadii, i2ScaledAtomicRadii, i3ScaledAtomicRadii, i4ScaledAtomicRadii;
   float  j1ScaledAtomicRadii, j2ScaledAtomicRadii, j3ScaledAtomicRadii, j4ScaledAtomicRadii;
   float4 iScaledAtomicRadii, jScaledAtomicRadii;

   // (Born radii**2)*BornForce*ObcChainForce

   float i1BornForceFactor, i2BornForceFactor, i3BornForceFactor, i4BornForceFactor;
   float j1BornForceFactor, j2BornForceFactor, j3BornForceFactor, j4BornForceFactor;
   //float4 iBornForceFactor;
   //float4 jBornForceFactor;

   // i,j coordinates

   float3 i1pos, i2pos, i3pos, i4pos; 
   float3 j1pos, j2pos, j3pos, j4pos;

   // delta coordinates

   float3 d1, d2, d3, d4;

   // indices

   float2 iAtom; 

   float forceIndex;

   //This is forceIndex mod numberOfAtoms, the true i index

   float4 de, bornSum;

   float iAtomLinearIndex, jLinind; 
   
   float2 jAtom;
   float jEnd, jStart, jBlock;
   float whichRep;
   float tmp;
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   float tmp2;

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   // ---------------------------------------------------------------------------------------

   // constants

   const float I_Unroll          = 4.0f;

   // ---------------------------------------------------------------------------------------

   // set linear index

   iAtom                         = indexof( bornForce1 );
   forceIndex                    = I_Unroll*( iAtom.x + iAtom.y*fstreamWidth );

   iAtomLinearIndex              = fmod( forceIndex, roundedUpAtoms );

   // ---------------------------------------------------------------------------------------

   // set gather coordinates

   iAtom.x                       = fmod(  iAtomLinearIndex, streamWidth );
   iAtom.y                       = round( (iAtomLinearIndex - iAtom.x)/streamWidth );
   
   // ---------------------------------------------------------------------------------------

   // etch i1 position, Born prefactor, atomic radius

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   i1pos                         = posq[                    iAtom ].xyz;
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   i1BornForceFactor             = bornForceFactor[         iAtom ];
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   i1AtomicRadii                 = atomicRadii[             iAtom ];
   i1ScaledAtomicRadii           = scaledAtomicRadii[       iAtom ];
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   bornForce1                    = float4( 0.0f, 0.0f, 0.0f, 0.0f );

   // etch i2 position, Born prefactor, atomic radius

   iAtom.x                      += 1;
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   i2pos                         = posq[                    iAtom ].xyz;
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   i2BornForceFactor             = bornForceFactor[         iAtom ];
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   i2AtomicRadii                 = atomicRadii[             iAtom ];
   i2ScaledAtomicRadii           = scaledAtomicRadii[       iAtom ];
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   bornForce2                    = float4( 0.0f, 0.0f, 0.0f, 0.0f );

   // etch i3 position, Born prefactor, atomic radius

   iAtom.x                      += 1;
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   i3pos                         = posq[                    iAtom ].xyz;
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   i3BornForceFactor             = bornForceFactor[         iAtom ];
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   i3AtomicRadii                 = atomicRadii[             iAtom ];
   i3ScaledAtomicRadii           = scaledAtomicRadii[       iAtom ];
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   bornForce3                    = float4( 0.0f, 0.0f, 0.0f, 0.0f );

   // etch i4 position, Born prefactor, atomic radius

   iAtom.x                      += 1;
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   i4pos                         = posq[                    iAtom ].xyz;
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   i4BornForceFactor             = bornForceFactor[         iAtom ];
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   i4AtomicRadii                 = atomicRadii[             iAtom ];
   i4ScaledAtomicRadii           = scaledAtomicRadii[       iAtom ];
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   bornForce4                    = float4( 0.0f, 0.0f, 0.0f, 0.0f );

   // create float4 for main vars

   //iBornForceFactor              = float4( i1BornForceFactor,    i2BornForceFactor,   i3BornForceFactor,   i4BornForceFactor );
   iAtomicRadii                  = float4( i1AtomicRadii,        i2AtomicRadii,       i3AtomicRadii,       i4AtomicRadii );
   iScaledAtomicRadii            = float4( i1ScaledAtomicRadii,  i2ScaledAtomicRadii, i3ScaledAtomicRadii, i4ScaledAtomicRadii );

   // inner loop indices setup
   //changed the following instruction for rounding issues on some ASICs
   //whichRep                      = floor( forceIndex / roundedUpAtoms );
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   tmp = fmod(forceIndex, roundedUpAtoms);
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   whichRep = round((forceIndex - tmp)/roundedUpAtoms);
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   //jBlock                        = 1 + floor( numberOfAtoms/(duplicationFactor*streamWidth ) );
   jBlock                       = 1 + round( (numberOfAtoms-fmod( numberOfAtoms, (duplicationFactor*streamWidth) )) / (duplicationFactor*streamWidth) );
   
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   jStart                        = whichRep*jBlock;

   jEnd                          = ( whichRep > duplicationFactor - 1.5f ) ? 999999.0f : (jStart + jBlock);

   jAtom.y                       = jStart;
   jLinind                       = jAtom.y*streamWidth;

   // ---------------------------------------------------------------------------------------

   while ( jAtom.y < jEnd && ( numberOfAtoms - jLinind )  > 0.9f ){
      jAtom.x = 0.0f;
      while ( jAtom.x < streamWidth && ( numberOfAtoms - jLinind ) > 0.9f ){ 

      // ---------------------------------------------------------------------------------------

      // gather required values
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         j1BornForceFactor    = bornForceFactor[         jAtom ];
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         j1AtomicRadii        = atomicRadii[             jAtom ];
         j1ScaledAtomicRadii  = scaledAtomicRadii[       jAtom ];
         j1pos                = posq[                    jAtom ].xyz;
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         jAtom.x             += 1.0f;

         j2BornForceFactor    = bornForceFactor[         jAtom ];
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         j2AtomicRadii        = atomicRadii[             jAtom ];
         j2ScaledAtomicRadii  = scaledAtomicRadii[       jAtom ];
         j2pos                = posq[                    jAtom ].xyz;
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         jAtom.x             += 1.0f;

         j3BornForceFactor    = bornForceFactor[         jAtom ];
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         j3AtomicRadii        = atomicRadii[             jAtom ];
         j3ScaledAtomicRadii  = scaledAtomicRadii[       jAtom ];
         j3pos                = posq[                    jAtom ].xyz;
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         jAtom.x             += 1.0f;

         j4BornForceFactor    = bornForceFactor[         jAtom ];
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         j4AtomicRadii        = atomicRadii[             jAtom ];
         j4ScaledAtomicRadii  = scaledAtomicRadii[       jAtom ];
         j4pos                = posq[                    jAtom ].xyz;
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         jAtom.x             += 1.0f;
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         //jBornForceFactor     = float4( j1BornForceFactor,    j2BornForceFactor,   j3BornForceFactor,   j4BornForceFactor   );
         jAtomicRadii         = float4( j1AtomicRadii,        j2AtomicRadii,       j3AtomicRadii,       j4AtomicRadii       );
         jScaledAtomicRadii   = float4( j1ScaledAtomicRadii,  j2ScaledAtomicRadii, j3ScaledAtomicRadii, j4ScaledAtomicRadii );
   
         // ---------------------------------------------------------------------------------------
   
         // First set of 4 -- i == 1
   
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         d1                 = j1pos - i1pos; //3
         d2                 = j2pos - i1pos; //3
         d3                 = j3pos - i1pos; //3
         d4                 = j4pos - i1pos; //3
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         // i = 1

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         //loop2Internal( d1, d2, d3, d4, jScaledAtomicRadii, i1BornForceFactor, i1AtomicRadii, de, bornSum ); //156 : 368
         loop2Internal( d1, d2, d3, d4, jScaledAtomicRadii, i1BornForceFactor, i1AtomicRadii, de ); //156 : 368
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         bornForce1.xyz    += de.x*d1; //3*2=6
         bornForce1.xyz    += de.y*d2; //3*2=6
         bornForce1.xyz    += de.z*d3; //3*2=6
         bornForce1.xyz    += de.w*d4; //3*2=6
         //bornForce1.w      += bornSum.x + bornSum.y + bornSum.z + bornSum.w; //4
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         // ---------------------------------------------------------------------------------------

         // i = 2

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         d1                 = j1pos - i2pos; //3
         d2                 = j2pos - i2pos; //3
         d3                 = j3pos - i2pos; //3
         d4                 = j4pos - i2pos; //3
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         //loop2Internal( d1, d2, d3, d4, jScaledAtomicRadii, i2BornForceFactor, i2AtomicRadii, de, bornSum );//156 : 368
         loop2Internal( d1, d2, d3, d4, jScaledAtomicRadii, i2BornForceFactor, i2AtomicRadii, de );//156 : 368
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         bornForce2.xyz    += de.x*d1; //3*2=6
         bornForce2.xyz    += de.y*d2; //3*2=6
         bornForce2.xyz    += de.z*d3; //3*2=6
         bornForce2.xyz    += de.w*d4; //3*2=6
         //bornForce2.w      += bornSum.x + bornSum.y + bornSum.z + bornSum.w; //4
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         // ---------------------------------------------------------------------------------------

         // i = 3

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         d1                 = j1pos - i3pos; //3
         d2                 = j2pos - i3pos; //3
         d3                 = j3pos - i3pos; //3
         d4                 = j4pos - i3pos; //3
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         loop2Internal( d1, d2, d3, d4, jScaledAtomicRadii, i3BornForceFactor, i3AtomicRadii, de );//156 : 368
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         bornForce3.xyz    += de.x*d1; //3*2=6
         bornForce3.xyz    += de.y*d2; //3*2=6
         bornForce3.xyz    += de.z*d3; //3*2=6
         bornForce3.xyz    += de.w*d4; //3*2=6
         //bornForce3.w      += bornSum.x + bornSum.y + bornSum.z + bornSum.w; //4
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         // ---------------------------------------------------------------------------------------

         // i = 4

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         d1                 = j1pos - i4pos; //3
         d2                 = j2pos - i4pos; //3
         d3                 = j3pos - i4pos; //3
         d4                 = j4pos - i4pos; //3
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         loop2Internal( d1, d2, d3, d4, jScaledAtomicRadii, i4BornForceFactor, i4AtomicRadii, de );//156 : 366
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         bornForce4.xyz    += de.x*d1; //3*2=6
         bornForce4.xyz    += de.y*d2; //3*2=6
         bornForce4.xyz    += de.z*d3; //3*2=6
         bornForce4.xyz    += de.w*d4; //3*2=6
         //bornForce4.w      += bornSum.x + bornSum.y + bornSum.z + bornSum.w; //4
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         // ---------------------------------------------------------------------------------------

         // j = 1

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         d1                 = j1pos - i1pos; //3
         d2                 = j1pos - i2pos; //3
         d3                 = j1pos - i3pos; //3
         d4                 = j1pos - i4pos; //3
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         // loop2Internal( d1, d2, d3, d4, iScaledAtomicRadii, j1BornForceFactor, j1AtomicRadii, de, bornSum );
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         loop2InternalNoSum( d1, d2, d3, d4, iScaledAtomicRadii, j1BornForceFactor, j1AtomicRadii, de ); //112 : 304
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         bornForce1.xyz    += de.x*d1; //3*2=6
         bornForce2.xyz    += de.y*d2; //3*2=6
         bornForce3.xyz    += de.z*d3; //3*2=6
         bornForce4.xyz    += de.w*d4; //3*2=6
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         // ---------------------------------------------------------------------------------------

         // j = 2

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         d1                 = j2pos - i1pos; //3
         d2                 = j2pos - i2pos; //3
         d3                 = j2pos - i3pos; //3
         d4                 = j2pos - i4pos; //3
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         // loop2Internal(         d1, d2, d3, d4, iScaledAtomicRadii, j2BornForceFactor, j2AtomicRadii, de, bornSum );
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         loop2InternalNoSum( d1, d2, d3, d4, iScaledAtomicRadii, j2BornForceFactor, j2AtomicRadii, de ); //112 : 304
   
         bornForce1.xyz    += de.x*d1; //3*2=6
         bornForce2.xyz    += de.y*d2; //3*2=6
         bornForce3.xyz    += de.z*d3; //3*2=6
         bornForce4.xyz    += de.w*d4; //3*2=6
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         // ---------------------------------------------------------------------------------------

         // j = 3

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         d1                 = j3pos - i1pos; //3
         d2                 = j3pos - i2pos; //3
         d3                 = j3pos - i3pos; //3
         d4                 = j3pos - i4pos; //3
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         // loop2Internal( d1, d2, d3, d4, iScaledAtomicRadii, j3BornForceFactor, j3AtomicRadii, de, bornSum );
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         loop2InternalNoSum( d1, d2, d3, d4, iScaledAtomicRadii, j3BornForceFactor, j3AtomicRadii, de ); //112 : 304
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         bornForce1.xyz    += de.x*d1; //3*2=6
         bornForce2.xyz    += de.y*d2; //3*2=6
         bornForce3.xyz    += de.z*d3; //3*2=6
         bornForce4.xyz    += de.w*d4; //3*2=6
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         // ---------------------------------------------------------------------------------------

         // j = 4

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         d1                 = j4pos - i1pos; //3
         d2                 = j4pos - i2pos; //3
         d3                 = j4pos - i3pos; //3
         d4                 = j4pos - i4pos; //3
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         // loop2Internal( d1, d2, d3, d4, iScaledAtomicRadii, j4BornForceFactor, j4AtomicRadii, de, bornSum );
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         loop2InternalNoSum( d1, d2, d3, d4, iScaledAtomicRadii, j4BornForceFactor, j4AtomicRadii, de ); //112 : 304
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         bornForce1.xyz    += de.x*d1; //3*2=6
         bornForce2.xyz    += de.y*d2; //3*2=6
         bornForce3.xyz    += de.z*d3; //3*2=6
         bornForce4.xyz    += de.w*d4; //3*2=6
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         // ---------------------------------------------------------------------------------------
   
         // increment linear index by 4   
   
         jLinind           += 4.0f;
   
      }
      jAtom.y       += 1.0f;
   }
}

/* ---------------------------------------------------------------------------------------

   Calculate Born radii and Obc chain derivative term

   numberOfAtoms:       no. of atoms
   streamWidth:         atom stream width
   forces               input forces
   atomicRadii          atomic radii
   bornRadii            output Born radii
   obcChain             output Obc chain derivative

   --------------------------------------------------------------------------------------- */

kernel void kObcBornRadii( float numberOfAtoms, float streamWidth, float4 forces<>,
                           float  atomicRadii<>, out float bornRadii<>, out float obcChain<> ){

   // ---------------------------------------------------------------------------------------

   float sum2, sum3, bornSum, tanhSum, atomicRadiiOffset, obcIntermediate;

   float2 iAtom; 
   float expPlus, expMinus;

   // ---------------------------------------------------------------------------------------

   // constants -- OBC Type II

   const float alphaObc          = 1.0f;
   const float betaObc           = 0.8f;
   const float gammaObc          = 4.85f;
   const float dielectricOffset  = 0.009f;
   
   // ---------------------------------------------------------------------------------------

   atomicRadiiOffset            = atomicRadii - dielectricOffset;

   bornSum                      = forces.w;
   bornSum                     *= 0.5f*atomicRadiiOffset;

   sum2                         = bornSum*bornSum;
   sum3                         = bornSum*sum2;

   // Tanh does not exist? 
   // calculate [ exp(x) - exp(-x) ]/[ exp(x) + exp(-x) ]

   // tanhSum                      = tanh( bornSum - betaObc*sum2 + gammaObc*sum3 );

   tanhSum                      = bornSum - betaObc*sum2 + gammaObc*sum3;
   expPlus                      = exp( tanhSum );
   expMinus                     = 1.0f/expPlus;
   tanhSum                      = ( expPlus - expMinus )/( expPlus + expMinus );
          
   bornRadii                    = 1.0f/( (1.0f/(atomicRadiiOffset)) - tanhSum/atomicRadii );  
 
   obcIntermediate              = atomicRadiiOffset*( alphaObc - 2.0f*betaObc*bornSum + 3.0f*gammaObc*sum2 );
   obcChain                     = (1.0f - tanhSum*tanhSum)*obcIntermediate/atomicRadii;

}

kernel float4 scalar_force_CDLJMerge( float4 qq, float epsfac, float4 sig, float4 eps, float4 r2 ) {
 float4 invr, invrsig2, invrsig6;
 float4 f;

 invr = rsqrt( r2 );
 invrsig2 = invr * sig;
 invrsig2 = invrsig2 * invrsig2;
 invrsig6 = invrsig2 * invrsig2 * invrsig2;
 f = eps * ( 12.0f*invrsig6 - 6.0f ) * invrsig6;
 f += epsfac*qq*invr;
 f *= invr*invr*2.39f;
 return f;
}

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//???? FLOPS 
kernel void kCalculateBornRadii( float numberOfAtoms, float roundedUpAtoms, float duplicationFactor, 
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                                 float streamWidth, float fstreamWidth, float3 posq[][], 
                                 float2 scaledAtomicRadii[][], 
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                                 out float4 bornForce<> ){

   // ---------------------------------------------------------------------------------------

   // atomic radii: radius - dielectric offset 

   float i1AtomicRadii, i2AtomicRadii, i3AtomicRadii, i4AtomicRadii;

   // scaled atomic radii: scaleFactor*( radius - dielectric offset )

   float  j1ScaledAtomicRadii, j2ScaledAtomicRadii, j3ScaledAtomicRadii, j4ScaledAtomicRadii;
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   float4 jScaledAtomicRadii;
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   // (Born radii**2)*BornForce*ObcChainForce

   // i,j coordinates

   float3 i1pos, i2pos, i3pos, i4pos; 
   float3 j1pos, j2pos, j3pos, j4pos;

   // delta coordinates

   float3 d1, d2, d3, d4;

   // indices

   float2 iAtom; 

   float forceIndex;

   //This is forceIndex mod numberOfAtoms, the true i index

   float4 de, bornSum;

   float iAtomLinearIndex, jLinind; 
   
   float2 jAtom;
   float jEnd, jStart, jBlock;
   float whichRep;
   float tmp;
   float tmp2;


   // ---------------------------------------------------------------------------------------

   // constants

   const float I_Unroll          = 4.0f;

   // ---------------------------------------------------------------------------------------

   // set linear index

   iAtom                         = indexof( bornForce );
   forceIndex                    = I_Unroll*( iAtom.x + iAtom.y*fstreamWidth );

   iAtomLinearIndex              = fmod( forceIndex, roundedUpAtoms );

   // ---------------------------------------------------------------------------------------

   // set gather coordinates

   iAtom.x                       = fmod(  iAtomLinearIndex, streamWidth );
   iAtom.y                       = round( (iAtomLinearIndex - iAtom.x)/streamWidth );
   
   // ---------------------------------------------------------------------------------------

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   // fetch position, (atomic radius - dielectric offset )
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   i1pos                         = posq[                    iAtom ];
   i1AtomicRadii                 = scaledAtomicRadii[       iAtom ].y;
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   iAtom.x                      += 1;
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   i2pos                         = posq[                    iAtom ];
   i2AtomicRadii                 = scaledAtomicRadii[       iAtom ].y;
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   iAtom.x                      += 1;
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   i3pos                         = posq[                    iAtom ];
   i3AtomicRadii                 = scaledAtomicRadii[       iAtom ].y;
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   iAtom.x                      += 1;
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   i4pos                         = posq[                    iAtom ];
   i4AtomicRadii                 = scaledAtomicRadii[       iAtom ].y;
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   bornForce                     = float4( 0.0f, 0.0f, 0.0f, 0.0f );
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   // inner loop indices setup
   //changed the following instruction for rounding issues on some ASICs
   //whichRep                      = floor( forceIndex / roundedUpAtoms );
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   tmp                           = fmod(forceIndex, roundedUpAtoms);
   whichRep                      = round((forceIndex - tmp)/roundedUpAtoms);
   
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   jBlock                        = 1 + round( (numberOfAtoms-fmod( numberOfAtoms, (duplicationFactor*streamWidth) )) / (duplicationFactor*streamWidth) );
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   jStart                        = whichRep*jBlock;

   jEnd                          = ( whichRep > duplicationFactor - 1.5f ) ? 999999.0f : (jStart + jBlock);

   jAtom.y                       = jStart;
   jLinind                       = jAtom.y*streamWidth;

   // ---------------------------------------------------------------------------------------

   while ( jAtom.y < jEnd && ( numberOfAtoms - jLinind )  > 0.9f ){
      jAtom.x = 0.0f;
      while ( jAtom.x < streamWidth && ( numberOfAtoms - jLinind ) > 0.9f ){ 

      // ---------------------------------------------------------------------------------------

      // gather required values
          
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         j1ScaledAtomicRadii  = scaledAtomicRadii[       jAtom ].x;
         j1pos                = posq[                    jAtom ];
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         jAtom.x             += 1.0f;

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         j2ScaledAtomicRadii  = scaledAtomicRadii[       jAtom ].x;
         j2pos                = posq[                    jAtom ];
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         jAtom.x             += 1.0f;

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         j3ScaledAtomicRadii  = scaledAtomicRadii[       jAtom ].x;
         j3pos                = posq[                    jAtom ];
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         jAtom.x             += 1.0f;

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         j4ScaledAtomicRadii  = scaledAtomicRadii[       jAtom ].x;
         j4pos                = posq[                    jAtom ];
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         jAtom.x             += 1.0f;
         
         jScaledAtomicRadii   = float4( j1ScaledAtomicRadii,  j2ScaledAtomicRadii, j3ScaledAtomicRadii, j4ScaledAtomicRadii );
   
         // ---------------------------------------------------------------------------------------
   
         // First set of 4 -- i == 1
   
         d1                 = j1pos - i1pos; //3
         d2                 = j2pos - i1pos; //3
         d3                 = j3pos - i1pos; //3
         d4                 = j4pos - i1pos; //3
   
         // i = 1

         bornSumInternal( d1, d2, d3, d4, jScaledAtomicRadii, i1AtomicRadii, bornSum ); //112 : 368(?)
   
         bornForce.x       += bornSum.x + bornSum.y + bornSum.z + bornSum.w; //4
   
         // ---------------------------------------------------------------------------------------

         // i = 2

         d1                 = j1pos - i2pos; //3
         d2                 = j2pos - i2pos; //3
         d3                 = j3pos - i2pos; //3
         d4                 = j4pos - i2pos; //3
   
         bornSumInternal( d1, d2, d3, d4, jScaledAtomicRadii, i2AtomicRadii, bornSum );//112 : 368(?)
  
         bornForce.y       += bornSum.x + bornSum.y + bornSum.z + bornSum.w; //4
   
         // ---------------------------------------------------------------------------------------

         // i = 3

         d1                 = j1pos - i3pos; //3
         d2                 = j2pos - i3pos; //3
         d3                 = j3pos - i3pos; //3
         d4                 = j4pos - i3pos; //3

         bornSumInternal( d1, d2, d3, d4, jScaledAtomicRadii, i3AtomicRadii, bornSum );//112 : 368(?)
   
         bornForce.z       += bornSum.x + bornSum.y + bornSum.z + bornSum.w; //4
   
         // ---------------------------------------------------------------------------------------

         // i = 4

         d1                 = j1pos - i4pos; //3
         d2                 = j2pos - i4pos; //3
         d3                 = j3pos - i4pos; //3
         d4                 = j4pos - i4pos; //3

         bornSumInternal( d1, d2, d3, d4, jScaledAtomicRadii, i4AtomicRadii, bornSum );//112 : 368(?)
   
         bornForce.w       += bornSum.x + bornSum.y + bornSum.z + bornSum.w; //4

         // ---------------------------------------------------------------------------------------
   
         // increment linear index by 4   
   
         jLinind           += 4.0f;
   
      }
      jAtom.y       += 1.0f;
   }
}